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Friday, May 9, 2025

Session 3

Session 3

You stand victorious once more, having vanquished Terrorblade and his vile minions. The battlefield is still, but danger lingers— raiding parties still prowl the surrounding lands. Among the spoils, you found a worn map marking a narrow trail leading to the Peat Cutters’ Camp, hidden deep within the marshlands.  Do you fortify your position and prepare an ambush... or take the chance to slip away under the cover of darkness, following the map to safety?

 

At the rear of the raiding camp, two rusted iron cages crudely put together, their bars twisted in places as if something tried—and failed—to escape. Inside, slumped but alert, sit two goblins. Though bruised and bloodied, their expressions burn with defiance rather than fear.

The first is Bibblebib, known as the “B” Keeper—a wiry goblin with a wild mop of greenish hair and a vest stitched together from scraps of parchment covered in messy glyphs. He grips the bars with thin, ink-stained fingers, muttering cryptic syllables under his breath.

Beside him is Gnat Bigfoot, squat and broad-shouldered for a goblin, his oversized left foot poking awkwardly through the cage bars. He grins despite his cracked lip, revealing a mouthful of glossy black teeth—like chunks of obsidian.

Both goblins share this unsettling trait: pitch-black teeth that shimmer faintly in the dim light, hinting at something strange, perhaps even magical, behind their imprisonment.

 

 

Loot:

Black Road Goblin Ambush
(found in soggy sacks, rusty lockboxes, and hanging from crude belts)

  • 12 silver pieces (in mismatched, tarnished coins)
  • 1 small agate (worth 10 gp, looks like a muddy marble until cleaned)
  • A bundle of 3 half-broken arrows (could be repaired with some work)
  • 1 vial of swamp oil (acts as a makeshift flask of oil — can be lit and thrown)
  • Tattered leather pouch containing:
    • A lucky rat’s foot
      • (Gives advantage on one future saving throw if kept and rubbed during a short rest (Add in DND Beyond as a homebrew.)
    • A cracked spyglass (only works at very close range — maybe worth 25 gp to the right buyer) I believe Daxxon mended.
    • One small, slightly magical item: (Add in DND Beyond as a homebrew)
    • Marsh Whisper Charm
      • (Common magic item) once per long rest, the wearer can cast Thaumaturgy to create harmless marsh-like sounds (croaking frogs, buzzing insects, whispering winds) for flavor or distraction. (Add in DND Beyond as a homebrew)

 

Raiding Camp

Two crates of stolen equipment have cracked open next to one of the tents containing the following items:

·        Carpenter Tools, Alcohol, Planks, Ropes, Nails, Rope, x40 Arrows, x20 Crossbow Bolts, x3 Shovels, x3 Marsh Treaders, x4 Anti-Mosquito Torches.

·        1 small barrel of “Lucky Wine”

·        2 small barrels filled with explosives are stashed at the western part of the camp. If set on fire, a barrel will explode at the start of the following round, dealing 4d8 Bludgeoning damage to each creature within 15 feet that fails a DC 12 Dexterity saving throw, or half as much damage on a success.

·        Great Axe (Bonecaller)

·        Studded Leather Armor (AC 12)

·        12 GP worth of coin

Marsh Treaders

Adventuring Gear

The soles of these rubber boots are attached to an oval mesh face made of interlaced, tightly stretched strings, making them less likely to sink into boggy terrain.

The wearer of these boots is not affected by the effects of difficult terrain in marshy regions.

 

Anti-Mosquito Torch

Wondrous Item, common

This specially prepared torch burns with a green flame and emits a putrid-sweet smell. While lit, the torch repels small insects within a 15-footradius and suppresses the effect of goblinoid pheromones.

 

 

BONECALLER  (in DNDbeyond under homebrew)

Weapon (Greataxe), Rare, Magical, Requires Attunement

Its haft made from the bones of a hill giant, this brutish axe is a grisly weapon to behold.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Raise Skeletons (1/Day). You can cast Animate Dead as a 4th level spell with these alterations:

  • The spell takes an action to cast.
  • You also raise skeletons from corpses.
  • The skeletons crumble to dust after one hour.

5 comments:

  1. I’d say we do a quick search of the area and try to determine how many patrols/raiding parties are out. We don’t know that the group we saw leave is the only one.
    I’d also like to question the prisoners and see who they are/why they are prisoners, and what’s up with the black teeth. I’d also like to check the dead goblins and bugbear to see if their teeth are black too.
    Unless we find/learn something that would make us think we were out matched, I’d like to lay an ambush for the remaining goblin.
    Unless anyone else has interest, I’m planning on attuning to Bonecaller at least for now.
    Metagaming: do we know what attunement is or how to do it?

    ReplyDelete
  2. Magic is not given freely—it must be claimed. When you find a truly powerful relic, you don’t just use it. You must bind yourself to it—mind, body, and soul. This is called attunement. It takes time, focus, and sometimes even a bit of risk. But once the bond is formed, the item recognizes you... and its true power awakens. Be warned, though—no one can juggle too many such bonds. Three at most, before the magic begins to strain the soul

    ReplyDelete
  3. I'm good with laying an ambush, this magic wielding really tires the sole, I could use a rest to reinvigorate. Maybe make this a stash spot until we clear the rest of the goblins out and save the peat farmers.

    ReplyDelete
  4. I like the idea of laying an ambush. I would like to keep the lucky wine and the marsh charm if that is ok. I would like to investigate weather the Lucky wine was from the time period of my village's attack or anything else that is noteworthy. We need to set up those barrels in a good spot to light some Hobgoblins on fire and any other traps would be good as well. Talking to the captives would be good. If the speak common then I would be pretty good at chatting them up for additional info.

    ReplyDelete
  5. I am good with the ambush, and trying to determine what is going on with these goblins. I feel like they are a bit chaotic and seem to be getting more worked up as we talk with them. Maybe give them a bit of time to calm down and come back and try again.

    ReplyDelete